The fourth battle in our on-going Longstreet Grand Campaign
saw the Confederates attacking to capture a crossroads, somewhere near
Chancellorsville. The first campaign battle of 1863, both our brigades have now
developed their own character and interesting features, like a unit with sharpshooters or a hero attached, some are now hardened (or weary) veterans,
others are fresh new recruits. I have many Yankee guns, whilst the Rebs seem to
have had no new extra cannons for ages, so have just 2 one gun batteries. But
they have 3 cavalry units, including a big unit of eager veterans (the best troops in the game), whilst my
cavalry has dwindled to nothing in previous battles and now been replaced by a
newly recruited unit. This is all driven by the rather brilliant Longstreet campaign
system, which is where a very good game system really comes to life and turns this into one
of the best wargames I have ever played... truly excellent gaming with just about everything
you could ask from a wargame. It is also driving along my collecting and painting schedule for
ACW, as the campaign demands new forces, I get them and paint them up. Mostly this has been extra
cannons, as the basic blue infantry get constantly recycled... all very
cleverly done.
Anyhow, plaudits for Longstreet complete (Sam Mustafa’s
cheque is in the post I’m sure)... to battle!
My boys would be holding Cherry Trees crossroads against a
Reb assault, which turned out to be cavalry-led (unsurprising given that is my
opponent’s brigade’s strength) on my right flanks (thus avoiding a horrorific crossfire
from my cannon batteries covering the objective and giving him the most open
flat ground to cross). Some small units and his guns would demonstrate on his
left, to try to hold my units in place as he smashed his way through my right,
over the small hillock (bristling with my cannons) and to the crossroads.
It was close battle, the weight of the attack looked unstoppable
and his cavalry and fast marching infantry columns covered the open ground too quickly
for my liking, as I sent my cavalry (deployed as a rapid, mobile reserve)
to get out there quick and sent an extra infantry regiment to re-deploy quickly
(which didn’t happen as they ran into a marsh and got stuck for several turns with me lacking cards to get them moving in difficult ground).
Meanwhile, my guns crashed (pretty ineffectively) and my
small veteran infantry units deployed to meet the overwhelming attack. I played
any card I could to slow the Rebs down, with confusion, delays and questioned
orders all causing the Rebs problems and preventing a smooth advance. My cavalry
got into place and I was tempted to charge first, but didn’t, seeing the weight
of his infantry regiments and cavalry just aren’t very effective at the frontal charge
against infantry, in fact using cavalry as shock troops is a poor tactic in the game, as it was in the war (nice historic touches prevail in the rules). Their job was to harry and threaten, and not get killed
quickly. The longer they did this, the more cannon fire I could pour down from
the high ground (also not great for my parrot rifles, which prefer flat ground) .
Also, seeing the weakness of his centre I decided not to sit
back and wait, but to counter. The under-employed 17th Ohio recruits were sent to
advance, around the woods and threaten his attacking units from the flank. It
was a bold move, and my opponent thought it was mistake (he later revealed), that
would see that regiment easily destroyed, but it meant the Rebs attack couldn’t
have it all its own way, he had to deal with the Ohio boys, spend cards and actions and they
were enough of a threat to cause the desired distracting effect. Yes, they took heavy
losses and were almost surrounded, but the major distraction was well worth the
sacrifice.
The rather distrubed Reb attack final struck, but by then his units had taken
losses. My cavalry held firm, and the Irish Rifles pour in the volleys, before
finally being charged and falling back up the hill. But the Reb casualties were mounting,
and they were now a short range for a whiff of grapeshot. The thundering guns
inflicted more damage and the Rebs shatter point (the point at which they have
to fallback) was approaching. A last desperate counter-charge by my cavalry and
the last of the blood-soaked 17th Ohio inflict the few losses I
needed. The Rebs broke... phew, a win to the Union and now the campaign is 2-2
after 4.
Here are some snaps of the battle as it progressed...
another great afternoons gaming. Longstreet rocks!
The guns on Cherry Trees Hill line up the distant deploying Rebs. Irish Rifles are at the base of the hill.
My Irish, the senior regiment of the brigade, battered but still up for the fight. Here they await the main attack.
The rest of the line, including the hero of Sudbury Hill, Major de Vries. A quiet game down this end.
Jonny Reb, ready to attack.
Eek, the assault force massed on the Reb left.
Redeploying to meet the attack, the 9th Pennsylvania cavalry in column, all greenhorns about to see the elephant...
Steady Boys... Steady!
17th Ohio will advance... straight up the centre, a distraction tactic that worked, at a cost.
Reb cavaliers, leading the attack on the hill and facing the wrath of the guns.
A lone Reb gun in a losing dual with the yankee guns, counter-battery fire eventually got it.
Give Fire! The Rebs coming on strong in the distance.
The Ohio boys swing right, drawing off cavalry from the main attack. They destroyed this small cavalry unit before taking on infantry in a short range dual of volleys.
In line, ready to counter-charge on the far right, something I thought better off for a more defensive approach.
Quick march, Rebs still waiting to change formation.
Battle lines are drawn, still badly outnumbered.
Stuck in a marsh, reinforcements from the far left that never arrived.
Birds eye view, before the main assault stuck.
My cavalry get some action, and are thrown back, but they would stand again next turn.
The last of the 17th Ohio, two stands from eight, still shooting (and getting shot).
Light artillery fire harasses the 3rd Pennsylvania, still in place covering the objective.
Load cannister, a whiff of grapeshot for his cavalry... messy.
The last of the Reb cavalry try to breakthrough again, and fail. Heavy losses would be blow for the campaign's future battles. His best regiment is gutted.
End game, the Rebs still haven't made the hill, and my guns were making them pay too heavy a price. The crossorads is in the extreme top left. Time to fallback. Hurrah - Union Forever!